branchrust_reboot/main/naval_updatecancel
1,580 Commits over 337 Days - 0.20cph!
S2P + HLOD all floating cities
Merge from floating_cities (stomped prefabs, will need to S2P)
Airfield puzzle reset now ignores above ground players via the prefab (S2P)
Removed the mid wipe hack we did for last month
Remove boat door from tutorial
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
Fix NRE on bradley's death
Merge from naval_missions
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
don't let you push a PlayerBoat if you're parented to it
Make sure placement error is correct for the deep sea build fix
50cal_animations -> naval_update
50cal_animation -> naval_update
Projector in stables_b now permanently on
FX tweak to better faciliate adjacent wall.
50cal_animations -> naval_update
plugged gap in stairs_overhang_300x300_corner
50cal_animations -> naval_update
closed gaps at floor level on watch towers
filler in gap quality 0 Launch site
boat engine now uses more fuel per sec
fixed wooden_building_c LOD1 roof not double sided
small oilrig set dressing fixes
bunch of shadow proxies to fix light leaking in oilrig
50cal_animations -> naval_update
fixed stairs being ass at excavator smaller machine
tweaks to rocks in WTP to avoid poking out of cliffs
removed rendererbatch from drain and manhole cover prefabs
raised them by a bit in ferryterminal to be sure
added prevent movement volume to block LOS error spot
Glass small surface type for industrial buildings
plugged more holes in countryside tunnel entrance
env volume fix at computer station room at train tunnel hatches
rebaked powerlines LOD2 textures
Fixed Spot with inaccurate colliders on cargoship
base (vanilla) techtree pass
Some prevent movement blockers for falling weapons in large oilrig
easier traversal on stairs in WTP
glass surface type > glass small on security towers
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons
Fixed a hole gap in Miltun entrance
Adjusted sail transmission colour